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/*******************************************************************************
/
/ File: GLView.h
/
/ Copyright 1993-98, Be Incorporated, All Rights Reserved.
/
*******************************************************************************/
#ifndef BGLVIEW_H
#define BGLVIEW_H
// added by Brian Paul:
#ifndef BGL_RGB
#define BGL_RGB 0
#define BGL_INDEX 1
#define BGL_SINGLE 0
#define BGL_DOUBLE 2
#define BGL_DIRECT 0
#define BGL_INDIRECT 4
#define BGL_ACCUM 8
#define BGL_ALPHA 16
#define BGL_DEPTH 32
#define BGL_OVERLAY 64
#define BGL_UNDERLAY 128
#define BGL_STENCIL 512
#endif
#include <GL/gl.h>
#include <AppKit.h>
#include <interface/Window.h>
#include <interface/View.h>
#include <interface/Bitmap.h>
#include <game/WindowScreen.h>
#include <game/DirectWindow.h>
class BGLView : public BView {
public:
BGLView(BRect rect, char *name,
ulong resizingMode, ulong mode,
ulong options);
virtual ~BGLView();
void LockGL();
void UnlockGL();
void SwapBuffers();
// Added for Mesa (can't be virtual!)
void CopySubBufferMESA(GLint x, GLint y, GLuint width, GLuint height);
BView * EmbeddedView();
status_t CopyPixelsOut(BPoint source, BBitmap *dest);
status_t CopyPixelsIn(BBitmap *source, BPoint dest);
virtual void ErrorCallback(unsigned long errorCode); // GLenum errorCode);
virtual void Draw(BRect updateRect);
virtual void AttachedToWindow();
virtual void AllAttached();
virtual void DetachedFromWindow();
virtual void AllDetached();
virtual void FrameResized(float width, float height);
virtual status_t Perform(perform_code d, void *arg);
/* The public methods below, for the moment,
are just pass-throughs to BView */
virtual status_t Archive(BMessage *data, bool deep = true) const;
virtual void MessageReceived(BMessage *msg);
virtual void SetResizingMode(uint32 mode);
virtual void Show();
virtual void Hide();
virtual BHandler *ResolveSpecifier(BMessage *msg, int32 index,
BMessage *specifier, int32 form,
const char *property);
virtual status_t GetSupportedSuites(BMessage *data);
/* New public functions */
void DirectConnected( direct_buffer_info *info );
void EnableDirectMode( bool enabled );
private:
virtual void _ReservedGLView1();
virtual void _ReservedGLView2();
virtual void _ReservedGLView3();
virtual void _ReservedGLView4();
virtual void _ReservedGLView5();
virtual void _ReservedGLView6();
virtual void _ReservedGLView7();
virtual void _ReservedGLView8();
BGLView(const BGLView &);
BGLView &operator=(const BGLView &);
void dither_front();
bool confirm_dither();
void draw(BRect r);
void * m_gc;
uint32 m_options;
uint32 m_ditherCount;
BLocker m_drawLock;
BLocker m_displayLock;
#if OLD_GLVIEW
BView * m_embeddedFront;
BView * m_embeddedBack;
#else
void * m_clip_info;
void * _reserved1;
#endif
BBitmap * m_ditherMap;
BRect m_bounds;
int16 * m_errorBuffer[2];
uint64 _reserved[8];
/* Direct Window stuff */
private:
void drawScanline( int x1, int x2, int y, void *data );
static void scanlineHandler(struct rasStateRec *state, GLint x1, GLint x2);
void lock_draw();
void unlock_draw();
bool validateView();
};
class BGLScreen : public BWindowScreen {
public:
BGLScreen(char *name,
ulong screenMode, ulong options,
status_t *error, bool debug=false);
~BGLScreen();
void LockGL();
void UnlockGL();
void SwapBuffers();
virtual void ErrorCallback(GLenum errorCode);
virtual void ScreenConnected(bool connected);
virtual void FrameResized(float width, float height);
virtual status_t Perform(perform_code d, void *arg);
/* The public methods below, for the moment,
are just pass-throughs to BWindowScreen */
virtual status_t Archive(BMessage *data, bool deep = true) const;
virtual void MessageReceived(BMessage *msg);
virtual void Show();
virtual void Hide();
virtual BHandler *ResolveSpecifier(BMessage *msg,
int32 index,
BMessage *specifier,
int32 form,
const char *property);
virtual status_t GetSupportedSuites(BMessage *data);
private:
virtual void _ReservedGLScreen1();
virtual void _ReservedGLScreen2();
virtual void _ReservedGLScreen3();
virtual void _ReservedGLScreen4();
virtual void _ReservedGLScreen5();
virtual void _ReservedGLScreen6();
virtual void _ReservedGLScreen7();
virtual void _ReservedGLScreen8();
BGLScreen(const BGLScreen &);
BGLScreen &operator=(const BGLScreen &);
void * m_gc;
long m_options;
BLocker m_drawLock;
int32 m_colorSpace;
uint32 m_screen_mode;
uint64 _reserved[7];
};
#endif